varying vec4 vColor;
uniform vec3 color1;
uniform vec3 color2;
uniform float a1;
uniform float a2;
uniform float width;

void main() {

    vec3 transformed = position;

    float percent = abs(position.x/width);
    vColor = vec4(mix(color1, color2, 0.5), 0.5);
    vec4 viewPosition = modelViewMatrix * vec4(transformed, 1.0);
    gl_Position = projectionMatrix * viewPosition;
}
